// Copyright(c) 2019 - 2020, #Momo
// All rights reserved.
// 
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met :
// 
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
// 
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and /or other materials provided with the distribution.
// 
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
// 
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED.IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

#pragma once

#include "AudioBuffer.h"

namespace MxEngine
{
    class AudioPlayer
    {
        using BindableId = unsigned int;
        BindableId id = 0;

        void FreeAudioPlayer();
    public:
        AudioPlayer();
        AudioPlayer(const AudioPlayer&) = delete;
        AudioPlayer(AudioPlayer&&) noexcept;
        AudioPlayer& operator=(const AudioPlayer&) = delete;
        AudioPlayer& operator=(AudioPlayer&&) noexcept;
        ~AudioPlayer();

        void AttachBuffer(const AudioBuffer& buffer);
        void DetachBuffer();
        void Play() const;
        void Stop() const;
        void Pause() const;
        void Reset() const;
        void SetLooping(bool value);
        void SetRelative(bool value);
        void SetVolume(float volume);
        void SetOuterAngleVolume(float volume);
        void SetOuterAngle(float angle);
        void SetInnerAngle(float angle);
        void SetVelocity(float x, float y, float z);
        void SetPosition(float x, float y, float z);
        void SetDirection(float x, float y, float z);
        void SetSpeed(float speed);
        void SetRollofFactor(float factor);
        void SetReferenceDistance(float distance);
        BindableId GetNativeHandle() const;
    };
}